+static void
+set_st_program(struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ nir_shader *nir)
+{
+ struct st_vertex_program *stvp;
+ struct st_common_program *stp;
+ struct st_fragment_program *stfp;
+ struct st_compute_program *stcp;
+
+ switch (prog->info.stage) {
+ case MESA_SHADER_VERTEX:
+ stvp = (struct st_vertex_program *)prog;
+ stvp->shader_program = shader_program;
+ stvp->tgsi.type = PIPE_SHADER_IR_NIR;
+ stvp->tgsi.ir.nir = nir;
+ break;
+ case MESA_SHADER_GEOMETRY:
+ case MESA_SHADER_TESS_CTRL:
+ case MESA_SHADER_TESS_EVAL:
+ stp = (struct st_common_program *)prog;
+ stp->shader_program = shader_program;
+ stp->tgsi.type = PIPE_SHADER_IR_NIR;
+ stp->tgsi.ir.nir = nir;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ stfp = (struct st_fragment_program *)prog;
+ stfp->shader_program = shader_program;
+ stfp->tgsi.type = PIPE_SHADER_IR_NIR;
+ stfp->tgsi.ir.nir = nir;
+ break;
+ case MESA_SHADER_COMPUTE:
+ stcp = (struct st_compute_program *)prog;
+ stcp->shader_program = shader_program;
+ stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
+ stcp->tgsi.prog = nir_shader_clone(NULL, nir);
+ break;
+ default:
+ unreachable("unknown shader stage");
+ }
+}
+
+static void
+st_nir_get_mesa_program(struct gl_context *ctx,
+ struct gl_shader_program *shader_program,
+ struct gl_linked_shader *shader)
+{
+ struct st_context *st = st_context(ctx);
+ struct gl_program *prog;
+
+ validate_ir_tree(shader->ir);
+
+ prog = shader->Program;
+
+ prog->Parameters = _mesa_new_parameter_list();
+
+ _mesa_copy_linked_program_data(shader_program, shader);
+ _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
+ prog->Parameters);
+
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
+ _mesa_log("\n");
+ _mesa_log("GLSL IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(shader->Stage),
+ shader_program->Name);
+ _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+ _mesa_log("\n\n");
+ }
+
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
+ _mesa_update_shader_textures_used(shader_program, prog);
+
+ nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
+
+ set_st_program(prog, shader_program, nir);
+ prog->nir = nir;
+
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, true);
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+}
+
+static void
+st_nir_link_shaders(nir_shader **producer, nir_shader **consumer)
+{
+ nir_lower_io_arrays_to_elements(*producer, *consumer);
+
+ NIR_PASS_V(*producer, nir_remove_dead_variables, nir_var_shader_out);
+ NIR_PASS_V(*consumer, nir_remove_dead_variables, nir_var_shader_in);
+
+ if (nir_remove_unused_varyings(*producer, *consumer)) {
+ NIR_PASS_V(*producer, nir_lower_global_vars_to_local);
+ NIR_PASS_V(*consumer, nir_lower_global_vars_to_local);
+
+ /* The backend might not be able to handle indirects on
+ * temporaries so we need to lower indirects on any of the
+ * varyings we have demoted here.
+ *
+ * TODO: radeonsi shouldn't need to do this, however LLVM isn't
+ * currently smart enough to handle indirects without causing excess
+ * spilling causing the gpu to hang.
+ *
+ * See the following thread for more details of the problem:
+ * https://lists.freedesktop.org/archives/mesa-dev/2017-July/162106.html
+ */
+ nir_variable_mode indirect_mask = nir_var_local;
+
+ NIR_PASS_V(*producer, nir_lower_indirect_derefs, indirect_mask);
+ NIR_PASS_V(*consumer, nir_lower_indirect_derefs, indirect_mask);
+
+ st_nir_opts(*producer);
+ st_nir_opts(*consumer);
+ }
+}
+
+extern "C" {
+
+bool
+st_link_nir(struct gl_context *ctx,
+ struct gl_shader_program *shader_program)
+{
+ struct st_context *st = st_context(ctx);
+
+ /* Determine first and last stage. */
+ unsigned first = MESA_SHADER_STAGES;
+ unsigned last = 0;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (!shader_program->_LinkedShaders[i])
+ continue;
+ if (first == MESA_SHADER_STAGES)
+ first = i;
+ last = i;
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+ if (shader == NULL)
+ continue;
+
+ st_nir_get_mesa_program(ctx, shader_program, shader);
+
+ nir_variable_mode mask = (nir_variable_mode) 0;
+ if (i != first)
+ mask = (nir_variable_mode)(mask | nir_var_shader_in);
+
+ if (i != last)
+ mask = (nir_variable_mode)(mask | nir_var_shader_out);
+
+ nir_shader *nir = shader->Program->nir;
+ nir_lower_io_to_scalar_early(nir, mask);
+ st_nir_opts(nir);
+ }
+
+ /* Linking the stages in the opposite order (from fragment to vertex)
+ * ensures that inter-shader outputs written to in an earlier stage
+ * are eliminated if they are (transitively) not used in a later
+ * stage.
+ */
+ int next = last;
+ for (int i = next - 1; i >= 0; i--) {
+ struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+ if (shader == NULL)
+ continue;
+
+ st_nir_link_shaders(&shader->Program->nir,
+ &shader_program->_LinkedShaders[next]->Program->nir);
+ next = i;
+ }
+
+ int prev = -1;
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
+ if (shader == NULL)
+ continue;
+
+ nir_shader *nir = shader->Program->nir;
+
+ /* fragment shaders may need : */
+ if (nir->info.stage == MESA_SHADER_FRAGMENT) {
+ static const gl_state_index wposTransformState[STATE_LENGTH] = {
+ STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
+ };
+ nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
+ struct pipe_screen *pscreen = st->pipe->screen;
+
+ memcpy(wpos_options.state_tokens, wposTransformState,
+ sizeof(wpos_options.state_tokens));
+ wpos_options.fs_coord_origin_upper_left =
+ pscreen->get_param(pscreen,
+ PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
+ wpos_options.fs_coord_origin_lower_left =
+ pscreen->get_param(pscreen,
+ PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
+ wpos_options.fs_coord_pixel_center_integer =
+ pscreen->get_param(pscreen,
+ PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
+ wpos_options.fs_coord_pixel_center_half_integer =
+ pscreen->get_param(pscreen,
+ PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
+
+ if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
+ nir_validate_shader(nir);
+ _mesa_add_state_reference(shader->Program->Parameters,
+ wposTransformState);
+ }
+ }
+
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+ shader->Program->info = nir->info;
+
+ if (prev != -1) {
+ nir_compact_varyings(shader_program->_LinkedShaders[prev]->Program->nir,
+ nir, ctx->API != API_OPENGL_COMPAT);
+ }
+ prev = i;
+
+ st_glsl_to_nir_post_opts(st, shader->Program, shader_program);
+
+ assert(shader->Program);
+ if (!ctx->Driver.ProgramStringNotify(ctx,
+ _mesa_shader_stage_to_program(i),
+ shader->Program)) {
+ _mesa_reference_program(ctx, &shader->Program, NULL);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+/* Last third of preparing nir from glsl, which happens after shader